Improve OTBM load/save and map view performance
This change improves Remere's Map Editor performance in OTBM load/save paths,
object allocation, binary serialization, tile lookup, and idle map rendering.
Measured impact:
Object pool allocation:
- Slab refill events reduced from 17,830 to 2,230, about 87.5% fewer refills.
- 48-byte class refills reduced from 4,276 to 535, about 87.5% fewer refills.
- 64-byte class refills reduced from 5 to 1, about 80.0% fewer refills.
- 128-byte class refills reduced from 8,776 to 1,097, about 87.5% fewer refills.
- 1024-byte class refills reduced from 4,773 to 597, about 87.5% fewer refills.
- rme::allocatePooledObject sampled CPU share reduced from 20.01% to 14.62%,
about 26.9% lower sampled share.
- Total pooled allocation calls stayed at 42,559,971 for the measured workload.
- Heap fallback allocations stayed at 0, confirming the hot load path remains pooled.
Latest mixed load/save profile:
- GUI::LoadMap remained the dominant sampled cost at 67.02%.
- IOMapOTBM::loadMap accounted for 60.23% total sampled CPU, with 56.34% in
the inner load body.
- GUI::SaveMap and Editor::saveMap accounted for 28.16%.
- IOMapOTBM::saveMap accounted for 27.63%.
- BaseMap::forEachTileLocation during save accounted for 23.01%.
- Tile::Tile accounted for 11.53%.
- Tile::addLoadedItem accounted for 8.15%.
- Item::Create accounted for 6.99%.
- QTreeNode::createFloor accounted for 6.71%.
- BinaryNode::advance and BinaryNode::load accounted for 5.37% and 3.81%.
Map view idle and preview rendering:
- Static map-view sampled CPU dropped from 139,767 sampled units to 126 sampled
units after overlay-only refresh reuse.
- MapCanvas::OnPaint dropped from 46,229 sampled units and 32.20% to 19 sampled
units and 15.08%.
- GLRenderer::flushCommands dropped from 24,321 sampled units and 16.94% to
4 sampled units and 3.17%.
- Performance stats refresh changed from a 16 ms scene-dirty timer to a 500 ms
overlay-only timer.
- Show Preview changed from a 16 ms scene-dirty timer to a 250 ms scene-dirty
timer.
- Position indicator keeps the 16 ms scene-dirty timer because it is expected
to animate smoothly while active.
Main changes:
- Added cached floor and tile lookup while loading OTBM map data and spawn files.
- Added direct TileLocation assignment for parser paths that already resolved
the destination location.
- Added BaseMap::forEachTileLocation for direct save traversal of existing tile
locations.
- Added a small-object slab allocator for hot Item, Tile, and Floor allocations.
- Added pool owner-thread binding and diagnostics for allocation validation.
- Increased slab sizing to reduce refill pressure in large-map loads.
- Improved binary node writing by batching raw bytes and avoiding redundant cache
renewal checks.
- Avoided rewriting XML sidecar files when serialized content only differs by
line endings.
- Fixed invalid ground serialization so placeholder ground id 0 no longer drops
the rest of the tile contents during save.
- Split map canvas refresh into scene-dirty and overlay-only paths.
- Adjusted animation timer behavior for position indicator, Show Preview, and
performance stats.
- Scaled tooltip rendering with map zoom, clamped to 55% minimum.
- Kept review and Sonar cleanups away from hot path regressions with targeted
NOSONAR annotations or FORCEINLINE where needed.
- Added AGENTS.md guidance for future Git, build, and PCH discipline.
Notes:
- The Visual Studio captures are sampling profiles, so percentages represent CPU
sample share, not direct wall-clock speedup.
- The latest profile is a mixed interaction profile, not a strict load-only or
save-only benchmark.
- The allocator counters are the strongest before/after measurement in this
change.
- No OTBM format or map semantics are intended to change.
New Features:
- Scene caching with render-to-texture and blitting for faster map redraws.
- Explicit blend-mode controls and FBO-backed render-to-texture workflow.
Bug Fixes:
- More robust sprite-sheet reload and texture release behavior.
- Safer editor/tab shutdown with ensured live-server closure and deferred deletion.
Performance:
- Reworked GPU batching/streaming and command-based flushing for fewer draw calls and efficient uploads.
- Smarter scene invalidation to avoid unnecessary re-renders.
UX:
- Undo/redo now refreshes editor views more reliably.
Performance:
- Improved map rendering efficiency by skipping unnecessary operations when the map canvas is not visible on-screen.
Bug Fixes:
- Fixed initialization inconsistency in map copying to prevent potential issues.
New Features:
- Added a modern OpenGL renderer with batched 2D drawing, textured bitmap text, stippled lines, polygons and a baked font atlas.
Refactor:
- App-wide rendering switched to the new renderer.
- Map and lighting now draw via renderer primitives and sprite lookups use stable sprite IDs.
Bug Fixes:
- Improved texture allocation/invalidation/cleanup and sprite bounds safety.
- Restored/normalized keyboard shortcut behavior (Q/B remap, SHOW_NPCS → Shift+N, Linux shortcut dispatch).
Chores:
- Replaced legacy GLUT with a GL loader and integrated stb.
- Updated build configuration and project files.
This commit adds a real-time performance monitoring system to the Remere's Map Editor that displays FPS, CPU usage, and RAM consumption. The monitor is fully configurable through the preferences window and works cross-platform on both Windows and Linux.
feat: migrate Remeres to 12.x assets system and modernized item handling
• Migrated old Remeres .dat/.spr system to new 12.x client /assets/ appearance & sprite format
• Removed OTB dependency and outdated client version structures
• Integrated Protobuf-based sprite reader (credit: @nekiro)
• Major refactor on graphics.cpp structure and brush icon handling
• Updated brushes and tags system
• Fixed top order drawing bugs and missing brushes icons
• Fixed outfit color paint and correct offset handling for non-32x32 sprites
• Re-enabled map saving and loading
• Improved creature sprite rendering and brush previews
• Added new item properties window with toggle for legacy/new layout
Co-authored-by: Marcos <66353315+marcosvf132@users.noreply.github.com>
Co-authored-by: Pedro Henrique Alves Cruz <phac@cin.ufpe.br>
* Show indicators for pickupable and moveable items
* Fix: drawing always refreshing ui
* Fix crash on invalid friend for wallbrush
* Option to remove empty spawns
* Draws position indicator, some code cleanup
* Teleport copy/paste improvements
* Fix flood fill
* Add function to get minimap/8bit color
* Small code cleanup
* Cleanup Position
* Code cleanup and small optimizations
* Code cleanup
* Code cleanup and small optimizations (#406)
* Cleanup and cast functions.
* Avoid adding a new Unique ID if it already exists
* Code cleanup and small optimizations
* More changes and cleanup
* Changes and cleanup
* Some changes
* Fix copy position.
* Only show uid/aid alert if it really changed
* Add actions history panel
* Does not draw tooltips on minimap mode
* Use constexpr
* Replace items fix (#408)
* Draw grid small optimization
* Small change in selection box and Fix#409
* Fix some xpm
* Ingame box improvements, add lights support.
* Fix go to previous position (#410)
* Fix depot crash (#411)
* Fix XPMs
* Export minimap as .otmm (otclient format) or .png (#413)
* Fix glitch after drawing secondary map
* fix
* Update about_window.cpp
* sonar
* fix Minimap and progress bar
* fix erro load items.xml
* fix
* fix doodad brush
* fix: slightly more accurate house size estimation
* feat: update items.otb and items.xml
* fix: bad merge
* Revert "feat: update items.otb and items.xml"
This reverts commit 40f1edc70f.
---------
Co-authored-by: Nailson <Mignari@users.noreply.github.com>
Co-authored-by: wtver <51377408+maattch@users.noreply.github.com>
Co-authored-by: Majesty <32709570+majestyotbr@users.noreply.github.com>
Co-authored-by: Luan Santos <github@luan.sh>
Created the complete organization of npcs, that way, it is possible to create own files for npcs, no longer depending on being together with the monsters
this pull request was made to be worked together with the canary project: https://github.com/opentibiabr/canary
The spawns npcs is "yellow" and spawns monsters is "red" (the old)
With this change, the map will automatically create an "npc.xml" the first time it is saved.
It is possible to edit only the xml, it is not necessary to add or modify the npc by opening the editor map
Thus, there is a script for npcs, similar to how it works with old spawns
*Adds a minor performance update by removing 'tooltip' allocations every time 'DrawTile' was called, this should increase the performance when moving around the map(e.g. using arrow keys when zoomed out), slow computers should benefit the most from this.
The performance increase can be seen in the comparison bellow, where I used the same map, distance from the ground and movement from a specific point to benchmark.
*Teleports should no longer have the option to 'Open Door' when right-clicking them.
There is a problem that crashes the application when you try to fill too large areas, enough that some drills do not support such recursion, my way of fixing it is not the best, but if someone can give me a suggestion I will agree to make any changes.